Space exploration adventure RPG where you command a crew in a story driven sandbox universe. Work to destroy the sensor network and reach the heavily guarded planet before Shavala corporation goons hunt you down, or just go exploring.
Все обзоры:
В основном положительные (203) - 75% из 203 обзоров положительные.
Дата выхода:
11 фев. 2016

Войдите, чтобы добавить этот продукт в список желаемого или пометить его как не интересующий вас

Игра в раннем доступе

Приобретите игру и начните играть — примите участие в ее развитии

Примечание: Данная игра в раннем доступе находится на стадии разработки. Она может измениться в будущем, а может остаться в текущем состоянии, так что, если вам не по вкусу то, что игра может предложить сейчас, рекомендуем дождаться её дальнейшего развития. Узнать больше

Сообщение от разработчиков

Почему ранний доступ?

“We're a 3 person dev team with no publisher working on this project full time. Without the support of our community through Kickstarter and early access this game wouldn't exist at all. That essentially means people are paying us for an unfinished game because they like us and they believe we will make the game they want to play. We also want to play that game so we're doing everything we can to prove them right.”

Сколько примерно эта игра будет в раннем доступе?

“The planned final version of this game is pretty ambitious and we expect to go through many iterations before completing the single player story and having the game world in a state we consider to be complete. We also want to be able to evolve the game over time in response to feedback so we are expecting early access will last more than a year.”

Чем планируемая полная версия будет отличаться от версии в раннем доступе?

“Expect massive changes on a regular basis as we add features and new types of depth to the engine and the game world.

Our initial early access release represents multiple years of work put into getting the bare minimum framework of the engine and persistent world working as intended. During early access we plan to have many iterations where game-wide features are added, and then content using those features can be integrated into the game world. That means major updates will contain game-changing features and new content such as new zones, new factions, new story arcs, new world generations, new item types, new interface elements, and new game mechanics.

An example of something we plan to add in the future is the ability for EVA activities which will allow entering and exiting ships without using an airlock. It should drastically change how salvaging activities play out and will probably change how you interact with the entire game world.”

Каково текущее состояние версии в раннем доступе?

“The game has an open persistent world with various space biomes for the player to explore. Each biome will have a different set of enemies and challenges in the form of enemy encounters, space-complexes to explore, and hidden treasures to unlock. The story driven elements are incomplete and more will be added with every patch, but for now the game is mostly a sandbox with some introductory story and setting lore.”

Изменится ли цена игры после выхода из раннего доступа?

“The game might be slightly cheaper during early access. However if you want the best value for your money you are probably already avoiding early access games and we respect that.

We're here because we need income to continue development and if money were no object we would probably hide in our developer caves until the game was finished. The core benefit of buying into early access is participating in the development process and being part of the community that shapes the Zero Falls story and universe. This is not a "get the game for less money because it sucks" sort of deal, it is a "I think these guys deserve to feed themselves while developing their game" sort of deal, and we appreciate your support.”

Как вы планируете вовлекать сообщество в разработку игры?

“We have open discussion on our forums and we respond very quickly to feedback and bug reports. I once found, fixed, and uploaded a patch for a bug before the end of a live streaming event where the bug was revealed. We have backers who are designing ships to be put into the single player campaign, and we have been discussing modding tools with the community from day 1. We also sometimes host community ship design tournaments in order to stir up conversations and feedback about balance and game mechanics.

The truth is we're making a big open sandbox game with enough space for a lot of unique game play ideas and elements, and we want to put in every type of kitchen sink. Our time is probably split evenly between 3 tasks:

1. core engine development
2. core story and content implementation
3. tweaks, edits, and additions in response to feedback”
Не поддерживается русский язык

Этот продукт не поддерживает ваш язык. Пожалуйста, перед покупкой ознакомьтесь со списком поддерживаемых языков.

Купить Wayward Terran Frontier: Zero Falls



Недавние обновления Просмотреть все (89)

13 мая

Multiplayer release

Multiplayer will be free for existing Zero Falls owners.

That's the plan at least.

We don't know exactly how we are going to accomplish that, there is more than one way we can. Right now we are more concerned with making sure it works.

From our perspective right now the plan looks like this:

  1. Get the core elements working
  2. Get some testers playing it
  3. Release a single player content patch for Zero Falls
  4. ....
  5. Figure out how to release multiplayer

It's hard to formulate a release strategy for a multiplayer game when you have never even stress tested a server to know how many people it supports.

Please be patient with us. We're like 2 guys and a cat doing this and neither of us likes social media (the cat isn't allowed to post because he's racist)
Комментариев: 35 Подробнее

12 мая

On the status of multiplayer

It's probably time for us to clarify our situation on multiplayer...

We did indeed tease multiplayer on april 1 as a prank. The plan was to tell you it was real in a way that nobody would ever believe, and then show you it was real in a way that nobody could deny in order to get people to talk about it. Unfortunately it seems my writing was too convincing, and many people were even more convinced multiplayer was fake when they saw the videos, so lets make things real clear.

April Fools prank: (These were not true)
  • Adding multiplayer to Zero Falls would be as easy as changing one variable. - False. That's not how programming works and I hope you didn't believe that.
  • We intend to make Zero Falls early gameplay more difficult for new players - False, it's difficult because the game has strong simulation elements which makes it hard to simply increase the power of the player relative to enemies
  • We are releasing some new product soon named Vagabonds - Mostly False, we don't have a product to release nor do we have finalized release plans
  • Zero Falls development is being cancelled - False, we absolutely intend to finish Zero Falls and we don't consider it finished.
  • We are setting up an online cash shop full of loot boxes and micro-transactions. - False, we hate those things and said that as a joke

Actually Real: (these may have lead to some confusion)
  • Multiplayer is real.
  • People really did decompile our code and tell us we are programming wrong
  • The variable openMP really does exist, it has since the game was multiplayer many many years ago, however that variable did nothing for years while we developed Zero Falls
  • Multiplayer likely won't be coming to Zero Falls but will have to be an independent release since we spent years programming things into Zero Falls which we always knew would only work in single player
  • The kind of real. We use Vagabonds internally when discussing the project. We haven't decided if we will release under that name exactly

We always wanted a multiplayer game, which is why our original kickstarter was multiplayer. However, people didn't back that kickstarter. Also many people told us multiplayer was too ambitious and that we should refine our scope to single-player only and do another kickstarter. Well we did, and that's why Zero Falls was sold as a single player only game.

However I think at this point we have sufficiently proven that even a single player game can go way beyond scope and take forever to finish. It's made especially difficult by the fact that our plan was to fund continued development of the project by selling on early access, and our customers are all waiting for multiplayer to be added apparently because we'd be making more money flipping burgers.

Using a single player game to fund the development of a multiplayer game is backwards and dumb. We realize that now, and we aim to correct it.

To be clear though, multiplayer didn't start out of some greater realization of the error in our overall strategy...multiplayer started because I was in a really really crummy mood and decided I didn't want to work on NOT multiplayer anymore. I literally turned off social media for a week and hid in my developer cave working on it in secret. For many months, the rest of our team didn't even know I was doing this. I was working on both projects at once and I didn't show it to anyone until I was sure it would actually work. My only regret is that I eventually told them over Discord so I never got to see the look on their faces.

What it is vs what it isn't

Lets be very clear here. It may be possible for me, as a single developer, to hide in my man-cave and make the Wayward Terran Frontier (engine) multiplayer compatible. After all, it did start with the concept of multiplayer functionality built into its spine. However it is not reasonable for me to magically apply multiplayer to years worth of single player only code that was built on top of that engine in the form of the (game) Zero Falls. As such, it was obvious to me from the beginning of my code-tantrum that if I wanted multiplayer, it had to be an entirely new game and NOT an attempt to change Zero Falls.

Aside from the engine and the combat, I decided I would do EVERYTHING different in this new project. Here are some examples.

The Economy:
  • Zero Falls supports a dynamic living NPC economy based on supply and demand that can be completely broken by the player's actions. It is an attempt at simulating a real economy.
  • Multiplayer will make no attempt at simulating real economics. Players will trade items

  • Zero Falls has factions which are simulated government entities with motivations and goals that are custom designed to advanced a specific narrative that makes exactly 1 player feel important and meaningful.
  • In multiplayer we will only have factions if we allow groups of players to form their own.

  • In Zero Falls you are a unique and special snowflake. Everyone is shocked by your uncanny ability to respawn after death and enact infinite vengeance against your enemies. You may even change the fate of the universe, who knows.
  • In Multiplayer you are a generic Vagabond. (hence the name) Nobody cares what you do unless you find a way to do something extraordinary within the framework of the multiplayer sandbox.

Game world
  • Zero Falls is a hand-crafted star system that aims to tell a story and challenge the player with deeper content than what can be made using procedural generation
  • Multiplayer is an infinite procedural expanse where the depth will need to come from player interactions

  • In Zero Falls every enemy has a simulated life. Their faction allegiance, the cargo they are carrying, any damage on their ship, it all relates to things that have happened to them in the simulation itself.
  • In Multiplayer endless hoards of procedural enemies will spawn for you and your friends to tear through looking for loot

In summary

So the short version is that we really are making a new game, and that game is multiplayer, and we don't know when or how or in what form we will release it, but we wanted to tease it because it's getting close to ready. The real release announcement is yet to come.

Zero Falls will remain a single player adventure with lots of narrative and characters and a sandbox that offers the type of depth that doesn't work in multiplayer so easily.

Multiplayer will be more of an action RPG loot grinding sandbox in an open world where you make your own narrative with friends.
Комментариев: 15 Подробнее
Просмотреть обсуждения

Сообщайте об ошибках и оставляйте отзывы в обсуждениях этой игры

Об этой игре

Our goal was to make a game simulating space combat between large capital ships at extreme detail on the scale of individual crew members. We've spent multiple years building a custom in-house engine capable highly detailed ship interior simulations while still supporting real time combat between large numbers of ships in an open persistent world.

The result is a massive open world where any ship, station, asteroid, artifact, or wreckage can be entered by the player and controlled in real-time. Space battles are epic and immersive because there are no hit points, instead you have to try and survive as pieces of your ship are physically destroyed and ships can be cut in half or filled full of holes. Play as a renegade shooting up neutral supply convoys and scooping the cargo that falls out, or disable and board enemy ships to take back to your hideout. Research technology and upgrade designs to make your favorite ship into the ultimate war machine. The universe is full of loot and enemies and things to explore, and your character will have all the tools needed to design the ultimate ship and put together the ultimate crew.

We also look at progression from the perspective of RPG mechanics. Even though the game is a deep and detailed simulation, we want gameplay to have progression, customization, and specialization much like a character based roleplaying game. Instead of unlocking talent points you will find crew members that add unique utility to your ship as a whole, or you might find module blueprints that allow you to customize portions of your ship's design to suit your play style.

Системные требования

    • ОС: Windows Vista or later 64 bit os
    • Процессор: Intel Core 2 Duo 2.60GHz
    • Оперативная память: 3 GB ОЗУ
    • Видеокарта: NVIDIA GeForce GTX 470 / AMD Radeon HD 7850
    • DirectX: Версии 10
    • Место на диске: 700 MB
    • Звуковая карта: DirectX compatible on-board
    • Дополнительно: makes extensive use of multi-threading and 64 bit features
    • ОС: Microsoft Windows 7 x64
    • Процессор: AMD Phenom II x6 or Intel i7
    • Оперативная память: 4 GB ОЗУ
    • Видеокарта: NVIDIA GeForce GTX 470 / AMD Radeon HD 7850
    • DirectX: Версии 10
    • Место на диске: 1 GB
    • Звуковая карта: DirectX compatible on-board
    • Дополнительно: makes extensive use of multi-threading and 64 bit features

Что говорят кураторы

Кураторы (4) написали обзоры этого продукта. Нажмите здесь, чтобы просмотреть их.

Обзоры покупателей

Тип обзора

Тип покупки


Чтобы посмотреть обзоры за определённое время, отметьте промежуток на графике или выберите одну из колонок.

Показать график

Показать график
Скрыть график
Исключать обзоры не по теме
Под выбранные фильтры не подходит ни один обзор
Настройте фильтры, чтобы увидеть другие обзоры
Загрузка обзоров…